local mType = Game.createMonsterType("King Gather Goblin")
local monster = {}

monster.description = "a King Gather Goblin"
monster.experience = 0
monster.outfit = {
	lookType = 1505,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}


monster.health = 15000
monster.maxHealth = 15000
monster.race = "blood"
monster.corpse = 2940
monster.speed = 400
monster.manaCost = 0
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 20
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = false,
	convinceable = true,
	pushable = true,
	rewardBoss = false,
	illusionable = true,
	canPushItems = false,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

monster.light = {
	level = 0,
	color = 0
}

monster.voices = {
	interval = 5000,
	chance = 10,
}

monster.loot = {
	{name = "savage chest", chance = 30000, maxCount = 2},
	{name = "sacrifice chest", chance = 30000, maxCount = 2},
	{name = "key of savage chest", chance = 30000, maxCount = 2},
	{name = "key of sacrifice chest", chance = 30000, maxCount = 2},
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -100},
	{name ="combat", interval = 2000, chance = 13, type = COMBAT_FIREDAMAGE, minDamage = -100, maxDamage = -135, length = 8, spread = 3, effect = CONST_ME_HITBYFIRE, target = false},
	{name ="combat", interval = 4000, chance = 15, type = COMBAT_EARTHDAMAGE, minDamage = -30, maxDamage = -140, radius = 3, shootEffect = CONST_ANI_ENVENOMEDARROW, effect = CONST_ME_GREEN_RINGS, target = true},
	{name ="combat", interval = 2000, chance = 22, type = COMBAT_FIREDAMAGE, minDamage = -30, maxDamage = -150, range = 4, shootEffect = CONST_ANI_BURSTARROW, target = true}	
}

monster.defenses = {
	defense = 80,
	armor = 75
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = 25},
	{type = COMBAT_FIREDAMAGE, percent = 25},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 0},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

monster.immunities = {
	{type = "paralyze", condition = false},
	{type = "outfit", condition = false},
	{type = "invisible", condition = false},
	{type = "bleed", condition = false}
}

mType:register(monster)
